Veterans just have a tendency of completely forgetting what learning Alteil is like as a newbie. The game already is overwhelmingly complicated and adding more rules, regardless of whether they are for better or for worse, comes with a very serious cost of complexity. LK if you don't understand how this game is overly complicated already, ask Logress about why he thinks Orcs would be the perfect starter file.

The other huge problem AGI on grims would add is that you would then have to do a ton of rebalancing to figure out what AGI to put on preexisting grims. It's just a huge mess that would require a ton of time and seems to have very minor benefits.

Only 5~6 grims get this Rankup effect added to it. It says "this card goes first", and that's it.In terms of balance, needing to read that skill on 5~6 grims is a small price.

If you want to discuss overcomplicating things, there's alot more to say about units like Orthos. Conditional this 'n that before it starts working isn't exactly a players friendly card. It can be a fun tech unit, but what i'm really asking myself is; why all the ifs and buts to it?? From where the fear?

Conditionals aren't driven be fear, they are implemented to give players a more interesting game experience. If everything just auto-ran without conditionals, I seriously doubt this would add more game depth instead of subtract.

GonFreeces31 wrote:Veterans just have a tendency of completely forgetting what learning Alteil is like as a newbie. The game already is overwhelmingly complicated and adding more rules, regardless of whether they are for better or for worse, comes with a very serious cost of complexity. LK if you don't understand how this game is overly complicated already, ask Logress about why he thinks Orcs would be the perfect starter file.

The other huge problem AGI on grims would add is that you would then have to do a ton of rebalancing to figure out what AGI to put on preexisting grims. It's just a huge mess that would require a ton of time and seems to have very minor benefits.

It doesn't add a new rule. It abolishes one. Or, depending on your view changes one. At best it's one less rule, at worst it is the same number of rules. It is never more rules.

Yeah, I can see some rebalancing having to be done but honestly don't care. Just counter opens actually going before the grims they are supposed to counter 100% of the time would be a huuuge benefit. Or heals going after dmg opens. That'd be nice too.

1. SP for letting units die (didn't know that)2. RNG: Range of 1 is easy but after that it isn't auto knowledge3. General game knowledge with more advanced rules: I played Emerald Carbuncle with just 1 in Refess, I had no knowledge that it was to prevent shade. I told the guy, but suppose my Open Skill goes first?

There's a wide number of situations that anyone is bound to see as an Iczer that are not covered by the rules info.

- I play Shade, my opponent plays Folrart Flying Cavalry, which Open skill resolves first? The shade. Why? No idea, guess it's based on Agility? - I play Shade, my opponent plays Rapid Growth, which Open skill resolves first? Rapid Growth. Why? No idea, guess Grim's have precedence over other cards? - I play Shade, my opponent plays Shade, which Open skill resolves first? None, both cards Backlash into each other because they were played at the same time and are put in the Cemetery.

So on and so forth. It gets messier with multiple Close skills and field wipes.

There's way too much variety to get from pulls. You get used to it. I… I don't even see the names. All I see is 5 gran, 30 gran, 10 gran. Hey, you, uh… wanna play?